@Apos said in Coming Soon: Arx, After the Reckoning:
Though @groth has a very fair point that quite a bit is being developed as we go. I do have strong opinions about where we end up, in terms of having a vision, though I don't necessarily think it's a terrible thing to refine mechanics throughout- I worry about laying out something specific and sticking to my guns come hell or high water kind of invites the game developing in an aberrant path away from things I originally envisioned and thought would be fun, which are a lot more abstract.
Though yeah I agree, having a clearer end point rather than more vague general goals would be a lot more efficient.
I agree that it's not necessarily to stick to a design idea come hell or high water. Rather that when you're dealing with a moderately complex system, it's often a lot easier if you design from the goal to the fiddly bits rather then fiddle with things until you reach your goal.
By analogy, if you want to make a box for storing a litre of liquid, you can either keep changing the dimensions of each side until you find something that neatly holds your litre, or you can do a simple volume calculation to find out what lengths you need in one go. If you then decide that a two litre container would be much more convenient, you now also know how to get there quickly.
To talk about more specific things. I quite like how your vote and journal system works. By limiting your votes to 10 votes per week and journal xp to 7 xp per week, you effectively get a system very similar to the +beats system used by Requiem for Kingsmouth that most people that tried it quite enjoyed. The limit on the votes means that the main XP source isn't massive court scenes as can often be the case in +vote systems and journals provide means to flesh out your own personal stories and grant you more control over the rate you earn xp.
I also quite like the idea behind the Task system, which seems to me to be a way to encourage characters to take their organisations interests on-screen and convince other players/characters that they did a good job. However at the current stage it's very confusing and the selection of tasks is very limited. I think Tasks will benefit greatly from a web GUI, a step by step guide for how it works and possibly some tweaking of the syntax.
One long term concern I have is how you intend to ensure that the game is still approachable by new players in a year or four years from now, when a long term player might be sitting on many thousands of xp and more resources then they can feasibly spend. There's been many approaches tried to handle this with their own pros and cons like having a hard cap on XP spent (such as Haven) or giving catchup xp to new characters (like Fallcoast/Reach) or diminishing returns on spending XP (Like Requiem for Kingsmouth). Some might think that alpha is too early to think about such things, but I think you definitely want to have those things ironed out before you go 1.0 in order to avoid really vicious new vs old player arguments down the line.
Belatedly I noticed in your first post that you have noone on the team experienced with CSS. While I'm far from being a professional webdev, if you want some help with coding the web side of the game I'm happy to help.